One of the original scenarios suggested for the RPG is playing as a resistance cell during the rebellion. It works well, you as the GM can send your players out on specific missions and keep them on the rails, or you can run it more open ended, letting your players choose their own missions and any combination of the two. I figured I'd list a bunch of plot hooks for that scenario here. Your suggestions are more than welcome.

Sabotage - This is likely to be the most used mission. Your players are working in enemy territory. Disrupting the Imperial machine is one of their top objectives.

Infiltration - Whether you're sneaking into an Imperial Base, or a local COMPNOR office, your players will need to get into and out of places they don't belong and steal something, upload a computer virus, or some other goal.

Disinformation - Getting the enemy to work against itself and spreading confusion in the enemy's midst.

Rescue - Getting someone out of prison. A resistance leader from a different cell. An Imperial officer that's being held on trumped up charges that your players think they can get to turn.

I'll add some more when I have some time, maybe some specific examples.

Raids - Inspired by Garhkal's idea of supply runs, Raids are stealing from the Imperials. Whether on planet or in space, the players are hitting the enemy to gain the supplies they need to keep fighting the Imperials.

Black Market - The Rebellion runs a great deal like the Underground in France during WWII. They are an outlaw organization, and will likely have to make deals with other groups that operate outside the law for their supplies. The threat of betrayal is always present.

Criminal organizations - Black Sun, the Hutts, or more likely a smaller local organization, the players may have to take out a criminal organization, or make them into allies. Either way, the players are still heroes, and will have to protect the general populace from evil.

Diplomacy - Convince a neutral party/organization/race/planet to side with the Rebellion instead of the Empire. This will necessitate having to prove to the interested party that the Rebellion CAN in fact help the neutral party avoid (or at least mitigate) reprisals from the Empire. Alternatively, the Rebels will have to prove to the neutral party that the Empire can't be trusted to uphold any deals it makes with the neutral party (which is MUCH easier than avoiding Imperial reprisals given the Empire's sheer firepower...)._________________Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.

Recruit - similar to Diplomacy, Recruit involves finding a specialist and convincing them to join the Rebellion. That may be a weapons designer, a Jedi in hiding, or a particular pirate fleet._________________"I’m telling you, you’ll never have a deeper sleep than curled up in a Wookie’s lap."
“We're going to win this war, not by fighting what we hate, but saving what we love.”
http://rpgcrank.blogspot.com/

Scouting - Whether in space or on the ground, the rebellion needs 'out of the way' safe zones. Your job, should you choose to accept it, is to find some._________________Confuscious sayeth, don't wash cat while drunk!

Colonization - Similar to Scouting, Colonization involves the discovery of Safe Worlds and prepping/mapping them in order to create settlements of refugees and relatives of high-profile Rebels on worlds that are unknown to the Empire's Imperial Survey Corps. This can involve investigating the planet to determine whether it has any dangerous predators or infectious diseases that might make establishing a settlement problematic. If the planet is just too good to pass up (either for strategic placement, natural resources that the Rebellion needs for the war effort, or because it's so remote that refugees would be safe there) but dangerous conditions prevent full-scale settlement, then the PCs might have to kill a large number of predators or find a way to cure any diseases or do whatever else might be required to make the planet habitable._________________Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.

Ohh i like that option. ANd if say the planet's inhabitants are just not 'generaly seen' till their livestock is killed', it might throw a wrench in the rebels plans._________________Confuscious sayeth, don't wash cat while drunk!

Ohh i like that option. ANd if say the planet's inhabitants are just not 'generaly seen' till their livestock is killed', it might throw a wrench in the rebels plans.

Kytross wrote:

Nice! I love it when we inspire each other to new ideas

Yeah, TBH, I honestly hadn't thought up my Colonization campaign idea until last night after reading your posts. And I can tell you exactly how I got the idea: A few weeks ago, I was perusing some BattleTech planet books and one planet in particular caught my eye: Dunklewälderdunklerflüssenschattenwelt.

Yes, in-universe, it really was named that. The head of the colony named the planet as "Dunklewälderdunklerflüssenschattenwelt" (which is German for “shadow world of dark woods and darker rivers") for two reasons: 1) it was an accurate description of the planet because of its really heavy forest canopy making the surface exceptionally dark even during the middle of the daytime; and 2) it was easily the longest planet name on the Inner Sphere's starmaps so the name made the planet exceptionally easy to find. Of course, it was a ridiculous mouthful for non-Germans to say and even a majority of the colonists living on the planet despised having to say the long name and the colonists eventually changed the name of the planet to simply "Bob." This came back to bite the colonists in the @$$ because this name change came just as the Succession Wars began and the name change wasn't updated in the Inner Sphere's starmaps. This meant that, in the chaos of the First Succession War, Bob was forgotten by the Inner Sphere at large, so essential shipments of food supplies and (especially) medical supplies stopped coming to Bob. As you would well expect, Bob wasn't nearly self-sufficient enough to grow its own food or make medicines to deal with diseases found on the planet that the early colonists had dealt with by their access to Star League medical supplies. So, naturally, Bob had a huge population crash from both starvation and disease, and since they didn't have a hyperpulse generator yet, they had no way to call for help.

Oops.

It was this story and the story of Flitter, one of the safe worlds mentioned in the Rebel Alliance Sourcebook, that inspired me to come up with the Colonization scenario._________________Sutehp's RPG Goodies
Only some of it is for D6 Star Wars.
Just repurchased the X-Wing and Tie Fighter flight sim games. I forgot how much I missed them.

Assassination -- the dirty part of the war. A given Imperial has been deemed too dangerous to be permitted to live, or the assassination is in reprisal for atrocities committed by the Imperial. So, either your cell or Alliance Intelligence has tasked your cell to assassinate the target, since kidnapping is determined to be too difficult. If that's too dark for players, you could give them the unofficial option to try to attempt a kidnap anyway, on the theory that the target can be interrogated and disposed of as Alliance Command determines, but it won't be your call.

Hit-and-Fade -- A surgical strike executed by fighter craft or fighter-bombers on an Imperial target. If this is a space-borne mission, the goal is to hyperspace in as close to the target as possible, hit it as hard as possible, and then hyperspace out as quickly as possible to avoid retaliation. If it's a ground mission, the fighter goals are the same, but a ground team might also be dispatched to "paint" the target for the fighters, which would then have to successfully exfiltrate after the mission.

Incite Uprising -- similar to diplomacy, the goal here is to incite a local population that is under Imperial rule to rise up and overthrow the local Imperial government (and garrison). The mission could involve attacking local Imperial forces, destroying communications systems, or simply disrupting or destroying something in a more symbolic manner, like blowing up a statue of the Emperor or something.

Heist -- a variant on the "Raid" mission. Whereas a raid might involve an open attack, a heist might require a bit more...finesse. Basically, the difference between simply attacking and robbing the Imperials, and more about coordinating other details. The coaxium heist in Solo is a good example, but you could draw inspiration from any number of heist movies or stories. The goal might also be to get in, steal the supplies, and get out without detection or with some ability to throw enemy pursuit off your tail through subterfuge instead of blowing them up.

Defense. Similar to the hit and fade/assassination sort of missions, Defending a rebel facility Against one of these sorts of attacks from the empire (OR a scum faction)._________________Confuscious sayeth, don't wash cat while drunk!